TREE RING GROWTH ANALYSIS OF TRIADICA · 2011. 8. 22. · spooks that have witnessed the use of...

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New Shade WRAITH Life is nothing but pain. Trust me, death is no different. Suffering is the only common thread that runs through every potential Wraith, although whether this suffering was inflicted upon them or others can vary. Many Wraiths found the way they wished to go through life was to inflict pain upon others, either for their own ends or for its own sake. It is not uncommon for there to be a history of animal abuse or criminal activity in potential Wraiths. Other Wraiths are found among those who suffered great personal agony in life, often at the hands of ones they trusted. Sadists, abuse victims, and even social bullies are all potential future Wraiths. Other potential Wraiths are otherwise good-natured people that have been broken by the horrors

Transcript of TREE RING GROWTH ANALYSIS OF TRIADICA · 2011. 8. 22. · spooks that have witnessed the use of...

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BBuutt II tthhoouugghhtt tthheerree wweerree oonnllyy 88 SShhaaddeess……

The spooks of Orpheus thought they‟d seen it all. With the discovery of the Orphan-

Grinders and the Marrows, they believed that they‟d finally accounted for all the Shades

that the personality archetypes indicated existed. They were wrong. The Orphan-

Grinders, being an unnaturally occurring Shade created from the ranks of the Spectres,

was not in fact one of the ones they‟d expected to find. The „lost‟ natural Shade was the

Wraith. As most Wraiths do not last long before falling to Spectrehood, Orpheus got few

chances to encounter these spooks. As their Horrors often seemed like something a

Spectre would use, Orpheus never recognized them as anything but especially

independent thinking Spectres on the rare occasions that they did encounter them.

NNeeww SShhaaddee

WWRRAAIITTHH

Life is nothing but pain. Trust me, death is no different.

Suffering is the only common thread that runs through every potential Wraith,

although whether this suffering was inflicted upon them or others can vary. Many

Wraiths found the way they wished to go through life was to inflict pain upon others,

either for their own ends or for its own sake. It is not uncommon for there to be a history

of animal abuse or criminal activity in potential Wraiths. Other Wraiths are found among

those who suffered great personal agony in life, often at the hands of ones they trusted.

Sadists, abuse victims, and even social bullies are all potential future Wraiths. Other

potential Wraiths are otherwise good-natured people that have been broken by the horrors

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of their lives. More than one social worker or activist that has given into despair at the

hopelessness of their situation has found themselves a Wraith on the other side.

Wraiths tend to be highly tormented spirits. Their connection to pain and the dark

side of the human spirit tends to make them ill at ease among others, and distrustful

towards all they encounter. It also goes a long way towards explaining why they are so

hard to find. While the natures of Wraiths are not uncommon, it is uncommon for them

to last long once they‟ve died. Most fall immediately to their Spite, becoming Spectres

immediately upon or soon after their demise. This is probably for the best, though, as it

means that few learn about their Horrors before becoming Spectres, which minimizes the

number of Spectres with access to the disturbing Horrors of the Wraiths. Of course, most

spooks that have witnessed the use of Wraith Horrors would probably be hard pressed to

tell the Wraith from a Spectre in the first place.

The few Wraiths that manage to hold onto themselves tend to be those who feel

remorse for their crimes, or those who have a positive goal they feel they must

accomplish. Vengeance or atonement for their past are common goals, though some may

just desire to leave the world a better place, despite the torments they suffered in life.

Even the noblest of Wraiths tend to have a cruel streak, however, and are generally more

than willing to inflict as much pain as possible to achieve their ends. Pain is their very

essence, afterall, and misery loves company.

Horrors: Stigmata, Inner Demons, Despair, Army of Darkness

Manifestation Forms: For zero Vitality points a Wraith can manifest as an aura of

discomfort and paranoia. Although invisible and unable to communicate in this form, the

Wraith does tend to make people jumpier, giving them the distinct feeling of being

watched by someone hostile and dangerous to them.

With one Vitality point, the Wraith can manifest as a dark, skeletal figure. This

figure is quite disturbing to any who see it, especially those not used to dealing with

ghosts. The Wraith can speak normally in this form, although the voice is hollow and

echoes. In this form, the Wraith can utilize its Attributes and Abilities at half value.

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At two Vitality points the Wraith manifests fully, looking much as it does in its

regular life, although it is still rather unnerving to the living. It is difficult for a

manifested Wraith not to seem threatening to those unfamiliar with the supernatural. In

this form, the Wraith has full access to its Attributes and Abilities.

Base Vitality: 5

Base Spite: 3

Base Willpower: 5

Recommended Natures: Addict, Barbarian, Deviant, Grotesque, Monster, Wretch

GRANT CARDEN

Grant Carden did not have an easy life. Born to a mixed racial couple, he was

tormented by his racist classmates all through his grade school years. He was also

severely beaten by his uncle, who thought that his sister could have found a much better

(i.e. whiter) man to marry, and felt that her child was an abomination. The one advantage

to these beatings was that he finally learned what he wanted to do to his tormenters at

school. He spent much time in juvenile hall for inflicting his revenge, although that did

nothing to calm the hate within.

After his eighteenth birthday, someone finally pushed Grant too far. The man‟s

death was slow and painful, and earned Grant a long stay in prison. While in prison, he

was nearly killed in several fights, though his savagery and cold cruelty soon earned him

a reputation as someone to avoid. His reputation secure, he decided to use his newfound

place in the prison hierarchy to ensure that others weren‟t mistreated as he‟d been, often

taking the weaker prisoners under his wing. He still hated the sting of injustice that he

remembered all too clearly, and couldn‟t stand to let it continue if he could do something

to change it. In the end, that desire for justice was what killed him.

The leader of one of the prison gangs did not approve of his interference in their

games. After he came to the rescue of one too many of their victims, he bribed one of the

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guards to let him into Grant‟s cell. Grant had no time to wake up before his throat was

slit with a makeshift knife. Although the gang leader was later implicated and punished,

it did little to satisfy Grant‟s hate. When the gang leader was killed two months later, he

found Grant‟s spirit patiently waiting for him, eager to show him what he‟d learned in the

time he‟d been dead. Having found that his gift for pain has followed him into the

afterlife, Grant is now set on bringing vengeance down upon those who deserve it, living

and dead.

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RREEVVIISSEEDD HHOORRRROORRSS CCHHAARRTT

SShhaaddee AAuuttoommaattiicc

HHoorrrroorr FFaavvoorreedd

HHoorrrroorr TThhiirrdd--TTiieerr

HHoorrrroorr FFoouurrtthh--TTiieerr

HHoorrrroorr BBaannnneedd HHoorrrroorrss

Banshee Wail

(Storm

Gloam)

Forebode Pandemonium Screaming

Nothing

Poltergeist Horrors, Orphan Grinder

Horrors, any Fourth-Tier Horrors other

than Screaming Nothing

Haunter Inhabit

(Escher‟s

Corkscrew)

Witch‟s

Nimbus

Broadband

Ghost

Hell on

Wheels

Banshee Horrors, Orphan Grinder

Horrors, any Fourth-Tier Horrors other

than Hell on Wheels

Marrow Flesh-Flux

(Clay Jars)

Familiar Legion Born Nightmarish

Gestalt

Wraith Horrors, Orphan Grinder Horrors,

any Fourth-Tier Horrors other than

Nightmarish Gestalt

Orphan

Grinder

Oblivion’s

Husk

Hellion Vector Salvation Any Fourth-Tier Horrors other than

Salvation

Phantasm Bedlam

(Terrible

Madness)

Sandman Dream-Walker Draw Forth Haunter Horrors, Orphan Grinder Horrors,

any Fourth-Tier Horrors other than Draw

Forth

Poltergeist Helter

Skelter

(Puppet

Storm)

Congeal Anathema Rend and

Rake

Wisp Horrors, Orphan Grinder Horrors,

any Fourth-Tier Horrors other than Rend

and Rake

Skinrider Puppetry

(Mob Rule)

Juggernaut Contaminate Doppleganger Marrow Horrors, Orphan Grinder Horrors,

any Fourth-Tier Horrors other than

Doppleganger

Wisp Unearthly

Repose

(Ecstatic

Crusade)

Storm-

Wending

Beckon Relic Consume Skinrider Horrors, Orphan Grinder

Horrors, any Fourth-Tier Horrors other

than Consume

Wraith Stigmata

(Sympathy

Pains)

Inner

Demons

Despair Army of

Darkness

Phantasm Horrors, Orphan Grinder

Horrors, any Fourth-Tier Horrors other

than Army of Darkness

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WWRRAAIITTHH HHOORRRROORRSS

SSTTIIGGMMAATTAA

The killer moved his knife from hand to hand, smiling. “You know what I’m

going to do with this, don’t you?” he asked the wounded woman cowering at his feet.

“Not much, I should think,” said a voice behind him. The killer turned to look at

the new arrival. He hadn’t heard Grant’s approach.

“Can use it just as well on you. She can wait,” the killer said, as he started to

step towards his new victim.

“You must have been through a lot of pain in your life,” Grant said, smiling

grimly. “Let’s have a look at it, shall we?”

Wounds oozing ghostly blood opened up on Grant’s body, as the air between the

two men rippled. The killer dropped his knife, screaming in pain as bruises and

lacerations spontaneously appeared on his skin.

“Don’t worry. I have a sedative right here,” Grant said with a laugh as he

planted a kick in the man’s stomach, followed by a fist to his face.

Pain is a great teacher. From pain, people are able to learn things to avoid, and

grow stronger as a person. Pain is also a great inhibitor. Although they may be stronger

once they‟ve overcome it, the pain itself tends to interfere with whatever immediate goals

they had in mind. This Horror causes its target to re-experience this pain.

The Wraith causes its target to feel the pain from previous injuries, both physical

and emotional. The target will feel just as they did when they first received these

injuries, and, in the case of physical ones, they shall become visible on their body. These

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phantom wounds will fade with time, but until then, the target will be affected just as

though they were experiencing the real thing.

The use of this Horror is very obvious, as the user develops phantom wounds all

over their gauze from the Vitality expended. Additionally, the air between the Wraith

and its target shimmers, as if a haze of heat flows between them immediately before the

target suffers the effects of the Horror. Those that enter this area will feel uncomfortable,

but will not actually suffer any ill effects. The Wraith must manifest to some extent to

affect the living with this power.

Marrows cannot take this Horror.

System: The Wraith is able to inflict previously suffered pains upon its target.

These pains may be either physical or emotional depending on the Wraith‟s desire, but it

is always personal to the target.

The Wraith directs the Vitality at either the body or mind of his opponent. The

effects last for the duration of the scene for physical effects, or until it is successfully

resisted by the target. The duration of the Horror for emotional effects is based on the

Vitality expended, unless the target successfully resists. If the Wraith uses the Horror

again upon the same individual during the scene, the results do not stack, and the higher

Vitality expenditure is the one counted, unless the Wraith has shifted the focus from

physical to emotional pain, or vice versa. In that situation, the newer effect replaces the

old.

At zero Vitality, the Wraith is able to inflict minor aches and pains upon the

target, inflicting a -1 penalty to their dice pool. If targeting the emotions, the target

suffers an increased difficulty of one on their Willpower rolls, as they are distracted by

brief fragments of painful memories. This effect lasts for a single scene.

At one Vitality, the target reexperiences minor bruises and scratches, suffering a -

2 penalty to their dice pool. If the emotions are targeted, the target‟s increased difficulty

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applies to their Mental rolls as well, as memories of depressing events flash before the

target‟s eyes. This effect lasts for a single scene.

At two Vitality, the target reexperiences minor injuries suffered, inflicting a -3

penalty to their dice pool. If the emotions are targeted, the increased difficulty increases

to 2, and applies to their Social rolls as well. They are plagued by feelings of loss for a

day, at which point the effects end.

At three Vitality, the target reexperiences serious injuries, inflicting a -4 penalty

to their dice pool. Additionally, the target suffers a level of bashing damage from the

shock to their system. This damage is unsoakable, but it only affects the living, as

projecting entities and ghosts are not occupying a vulnerable physical body to suffer the

effects. If the emotions are targeted, the target will feel a sense of self-loathing. At this

point, their Physical rolls will also suffer the increased difficulty. This effect lasts for one

day.

At four Vitality, the target feels crippling agony from former wounds received,

inflicting a -5 penalty to their dice pool. Additionally, the shock damage increases to two

levels of bashing damage. If the emotions are targeted, the target will be overwhelmed

with feelings of hopelessness and despair, giving them an increased difficulty of two to

all their rolls. In addition to this increased difficulty, they will also lose a point of

temporary Willpower that cannot be regained until the effects of the Horror have ended.

This effect lasts for two days.

At five Vitality, the target reexperiences their most grievous injuries and pains,

suffering a -6 penalty to their dice pool. At this level, the shock damage increases to

three levels of bashing damage. If emotional pain is inflicted, the target will vividly

relive their most traumatic memories, increasing the difficulties of all rolls by 3. They

will also suffer a loss of two temporary Willpower points from the intense emotional

pain, which cannot be regained until the effects of the Horror have ended. This effect

lasts for two days.

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The target of this Horror is capable of shrugging off the effects. Doing so

requires the expenditure of a Willpower point, and a resisted roll between the Wraith‟s

Manipulation + Intimidation (difficulty 7) and the target‟s Willpower (difficulty of the

Wraith‟s Spite rating). If the Wraith wins, the target can attempt to resist again, although

it requires the expenditure of another Willpower point. If the target botches the roll, no

further attempts at resistance may be made. If the target wins, then the effects of the

Horror shall end, and the target shall be immune to that Wraith‟s Stigmata for the

duration of the scene. The target may attempt to act while resisting, but all rolls

(including the resistance roll) have their difficulty increased by one, and the effects of the

Horror apply during the round the resistance attempt is made. At the Storyteller‟s

discretion, certain individuals who have lived charmed lives might not have had many

painful experiences in their past, and therefore could have some natural resistance to this

Horror. These individuals are exceedingly rare, however.

Benefit: Pain, though seldom pleasant, can often be a great teacher. This

Horror‟s Benefit takes advantage of that by drawing upon the recipient‟s inner strength.

This Benefit gives an automatic success to the affected Horror‟s roll, although this

success can be cancelled by 1‟s rolled by the recipient‟s player. The recipient of this

Benefit remembers a time when they triumphed over adversity, but feels an unpleasant

tingling sensation over their gauze.

Spite-fueled: Owing to Spite‟s distinctively negative energy, this Horror is

greatly enhanced when fueled with it. If the body is targeted, the target will find actual

wounds opening on their body. Against the living, the target will suffer one level of

lethal damage for each Spite tapped. Spooks targeted will suffer bashing damage, as the

Spite-fueled variant of this Horror inflicts actual wounds, rather than the sensation of

them like its Vitality-fueled equivalent. The painful effects of this Horror still apply.

When the emotions are targeted, the memories experienced will be twisted into darker

reflections of themselves. The effects are the same as the Vitality-fueled version, but the

duration is twice as long.

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Wasteland: The Spite-filled energies of the Hive-mind permeate the Wasteland,

and this Horror‟s normal functioning is altered because of it. In the Wasteland, Stigmata

cannot be directed at a specific target. Instead, the Wraith using it will be surrounded by

an aura extending (Vitality expended/Spite tapped) + 1 yards from the Wraith. Anyone

caught in the aura, whether friend or foe, will suffer the effects of the Horror. The effects

of the Horror will wear off once the individual has been out of the aura (Vitality + 1)

turns. The Benefit of the Horror ceases to be a Benefit in the Wasteland. Instead of

granting an automatic success, it will take one away, as the recipient feels only pain from

it. Neither this Horror or its Benefit is able to cross the Stormwall from either direction.

INNER DEMONS

The young woman rocked back and forth in her padded room, oblivious to

Grant’s arrival.

“Carol,” he said softly. “Can you hear me, Carol”

The girl continued to rock. If she could even hear him, she gave no indication.

“Carol, you need to tell me what happened. Tell me who did this to you. I’ll

make sure they suffer for it.”

The girl continued her steady rocking, staring distantly at a horror only she could

see. She did not notice Grant stroking her long blonde hair, or anything else not present

in her own tortured mind.

“Come on,” he said, tracing the healthy skin surrounding the bruises. A pleasant

tingling sensation brushed his fingertips.

The rocking gradually ceased, and the girl looked up with a haunted look in her

eyes.

“Now we’re getting somewhere,” Grant said with a smile.

Madness often follows those who have had hard lives. Through their connection

with their darker natures, a Wraith is able to get the better of it. With the lightest touch, a

Wraith can suppress or draw forth the darker sides of an individual, soothing the insane,

or driving the sane into the depths of madness.

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Against spooks, this Horror can also grant some control over the darker sides of

the spooks gauze. A Wraith can call for Stains, and suppress either the Stain‟s benefits or

drawbacks.

Marrows cannot take this Horror.

System: The Wraith must touch the target to use this Horror. To soothe madness, the

Wraith rolls Manipulation + Empathy (difficulty of the target‟s Willpower). To cause

madness, the roll is Manipulation + Intimidation. When causing insanity, the Wraith

does not get to decide on the form the madness takes, but it is always appropriate to the

target‟s personality. At higher Vitality expenditures, it is even possible to increase or

decrease the target‟s temporary Spite (which may explain how some Wraiths are able to

stave off their fall to Spectrehood). Duration of the madness varies based upon Vitality

expenditure.

Wraiths can also target the gauze of themselves and others to bring out their

Stains, or suppress the advantages and disadvantages of the Stains. The roll for this is

Manipulation + Subterfuge, and physical contact is still required. Hues, being naturally

closer to their darker sides due to the taint of pigment, are especially skilled with this

aspect of the Horror. Whenever a Hue attempts to bring out their own Stains using this

Horror, it is treated as though one additional Vitality had been put into the attempt.

When attempting to bring out one‟s own Stains, all Stains currently possessed by the

character must be brought out before new Stains can be used, unless an additional

Vitality is put into the attempt. If all Stains possessed by the character are already active,

then additional Stains (chosen by the Wraith) are available without any extra Vitality

required. Attempts to bring out the Stains of others require the expenditure of two

Vitality in addition to the Vitality required by whatever effect is desired. All aspects of

this use of the Horror last for the duration of the scene.

Vitality costs are as follows:

0 Vitality: A Wraith can cause or suppress a Derangement in a target. The Derangement

only lasts for a single turn, but will most likely disrupt their next action. Alternately, a

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Wraith can bring forth one of their Stains.

1 Vitality: A Wraith can cause or suppress a Derangement in a target. The Derangement

lasts for the duration of the scene. Alternately, a Wraith can bring forth two of their

Stains, or one of their Stains with the Disadvantage suppressed.

2 Vitality: A Wraith can cause or suppress a Derangement in a target, which will remain

for the next six hours. At this level of Vitality expenditure, a Wraith is also capable of

bringing out a Stain in another spook, or three of their own.

3 Vitality: A Wraith can cause or suppress a Derangement in a target, which will last for

a single day. The Wraith could also bring forth two Stains in another spook, or one Stain

with the advantage or disadvantage suppressed. Alternately, it could bring out four of its

own Stains, or two Stains with the disadvantages suppressed.

4 Vitality: A Wraith can cause or suppress a Derangement in a target. The effects of

this last for the next three days. Additionally, the target will gain or lose a point of

temporary Spite, depending on whether the madness was being caused or suppressed.

Spite cannot be permanently lowered through the use of this Horror. The Wraith can also

bring up to three Stains out in another spook, or up to five of its own.

5 Vitality: A Wraith can cause or suppress two Derangements in a target. The effects of

this last for the next week. Additionally, the target will gain or lose two points of

temporary Spite, depending on whether the madness was being caused or suppressed.

Spite cannot be permanently lowered through the use of this Horror. The Wraith can also

bring up to four Stains out in another spook, or up to six of its own.

All aspects of this power can be resisted, provided that the target realizes what is

being attempted. Resisting this power allows the target to roll their Willpower (difficulty

equal to the Wraith‟s Willpower + the amount of Vitality expended, with a maximum

difficulty of 10). If the target gains as many or more successes than the Wraith did, the

power does not take effect. If the target loses, the power functions as it normally would.

Targets that gain Derangements from this Horror can resist them for a turn with the

expenditure of a Willpower point.

Benefit: The benefit of this Horror can bring out the darker natures of other Horrors.

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When this benefit is used on another Horror, it causes the targeted Horror to take on its

Spite-fueled effects.

Spite-fueled: This Horror can be considerably more dangerous when fueled with Spite,

as it brings the Wraith closer to the Hive-Mind and the inevitable fall to Spectrehood that

accompanies it. Although unable to suppress madness or Stains, the Horror becomes

more skilled at drawing them out. When fueled with Spite, the number of Derangements

and Spite points gained is doubled, with one Spite point gained for lesser effects. For

each Spite tapped, a Wraith can gain access to two Stains or one Spectre Thorn.

Suppression of advantages or disadvantages is impossible when gaining Stains through

Spite. Instead of gaining Stains or Thorns, though, a Wraith using the Spite-fueled

variant of this Horror can gain temporary access to Spectre Horrors by tapping into the

Hive-Mind. The Wraith must tap one more Spite than a Spectre would have to use the

Horror, but the Wraith will be able to use it for the rest of the scene (provided that the

Wraith is willing to tap the necessary Spite each time it‟s activated). Wraiths that rely

too heavily on this aspect of the Horror quickly find themselves gaining access to Spectre

Horrors on a more permanent basis...

Example: Grant is fleeing two Fetches, only to turn a corner and find himself faced with

a third. As the flickering Fetches surround him, he desperately taps Spite to fuel Inner

Demons, gaining access to the Spectre Horror, Flicker.

Wasteland: It is far more difficult to suppress insanity or Stains in the Wasteland. Any

attempts to do so require an additional point of Vitality. Drawing out madness or Stains

becomes easier, however. Vitality expenditures for doing those have twice their usual

effect, much like when it is fueled with Spite. Likewise, the effects when Spite fueled are

doubled as well. This carries with it a considerable disadvantage, however. Whenever

this Horror is used to draw out the darker nature of an individual, it alerts all Spectres in a

radius equal to the Vitality expended in miles, or twice the Spite tapped. At higher levels

of Vitality (or at any level when Spite fueled), the Spectres will perceive this as a distress

call through the Hive Mind. The Spectres that respond are likely to be ready for a fight,

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and may not be happy to find that it was not one of their own that gave the call. Or they

might just decide to “rescue” the Wraith, and bring him into the family. This Horror

cannot cross the Stormwall, although the Benefit can if it‟s used on a Horror that is

crossing the Stormwall.

Inner Demons and Spectres

So, what happens if you attempt to use Inner Demons on Spectres? They‟ve already

embraced their dark side, so what more can you do? The unfortunate answer: Not

terribly much. Most attempts to use this Horror on them will only make them more

powerful, if it has any effect at all. There is one exception to this. Attempts to soothe

insanity will cut them off from the Hive Mind for the duration of the Horror. All

Spectres get a reflexive attempt to resist this, however, and their difficulty is only the

Willpower of the Wraith. Lawgivers cannot be severed from their connection to

Grandmother through the use of this Horror.

DESPAIR

“I want you to stop peddling your shit to kids,” Grant said, fixing the pigment

dealer with an angry glare.

“And why should I do that?” the punk asked with a grin. “Kids are my best

customers. And if they don’t overdose, they stay customers for a long time.”

“You’re fucking with shit you don’t understand,” Grant said.

“I understand just fine. Now keep your nosy ass out of my business,” the punk

replied. “If you don’t, my boys will put you down. Permanently.”

“You don’t want to fuck with me,” Grant said angrily. “You don’t want to see

what I do to people who piss me off.”

“I’m not scared of you,” the punk said arrogantly.

“You should be,” he replied.

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“I’m not convinced. You’re big, but outnumbered and outgunned. There ain’t a

goddamned thing you can do.”

Grant grinned at him. The color faded from the punk’s face as Grant leaned

towards him, grabbing him by the shirt. Grant let his pleasure at the punk’s fear show in

his face.

“Would you like me to convince you?” he said softly.

Most Wraiths led lives that were one moment of pain after another. Many gave

up hope early, deciding that failure is the inevitable result of trying. By doing so, they‟re

able to survive the hardships of life. This Horror allows them to draw strength from these

experiences, and inflict them upon their enemies.

When this Horror is active, Wraiths become far more daunting foes, as those

around them will feel nothing but despair. Hope and happiness become faint memories

to those influenced by this Horror, and all courses of action will seem futile or

unnecessary. Even the greatest of their accomplishments will seem fleeting and pointless

as the Horror undermines any self worth they may have possessed. To these poor

individuals, the Wraith will seem like a dark god responsible for all the past and future

horrors of their lives, with placation of the Wraith their only hope for salvation.

System: The Wraith is surrounded by an aura of despair that affects everyone else

within it. This includes the Wraith‟s friends (if it has any), although the Wraith can

spend a temporary Willpower point to allow another individual to be immune to the

effects. The aura created by this Horror last for the remainder of the scene. If someone

moves out of the range of the aura, the effects on that individual will be reduced by one

Vitality for each turn that the individual remains outside of the aura. After the effects

drop below the zero Vitality expenditure, the individual is free of it unless they return

into the aura‟s range. Anyone returning to the range of the aura, or entering it, will suffer

the full effects of it, unless they are able to resist it. Any Willpower point losses only

occur on the turn when the target is first affected by the aura. Willpower points cannot be

lost to that Wraith again that scene due to this Horror. Losses to the Willpower dice pool

are constant, however.

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This aura is visible to anyone outside of it as a faint distortion of the area

surrounding the Wraith, as though they were surrounded by a thin sheet of flowing water.

Within the aura, this is less noticeable, although colors and sounds will seem muted, and

the Wraith itself seems to loom over everyone else, seeming larger and more dangerous.

Those within it will feel themselves losing hope, and an uncomfortable certainty that all

they do is doomed to failure. As this often seems directly linked to the Wraith, many

would be willing to try and placate it any way they could, in the dim hopes that it may

take mercy upon them. Spectres can be affected normally with this Horror, although they

may perceive it as a punishment from their Hive, inflicted through the Wraith.

Vitality costs are as follows:

0 Vitality: The aura extends two yards from the Wraith. Anyone caught within it will

find themselves suffering a loss of one die from their Willpower rolls, as well as the loss

of one temporary Willpower point. Additionally, the Wraith will receive one extra die on

any Intimidation rolls.

1 Vitality: The aura extends three yards from the Wraith. Anyone caught within it

will find themselves suffering a loss of two dice from their Willpower rolls, as well as the

loss of one temporary Willpower point. Additionally, the Wraith will receive two extra

dice to their Intimidation dice pools.

2 Vitality: The aura extends four yards from the Wraith. Anyone caught within it

will suffer a loss of three dice on their Willpower rolls, as well as two temporary

Willpower points. Additionally, the Wraith will receive three extra dice to their

Intimidation dice pools.

3 Vitality: The aura extends six yards from the Wraith. Anyone caught within it will

suffer a loss of four dice on their Willpower rolls, as well as three temporary Willpower

points. Additionally, the Wraith will receive four extra dice to Intimidation dice pools.

4 Vitality: The aura extends eight yards from the Wraith. Anyone caught within it

will suffer a loss of five dice on their Willpower rolls, as well as three temporary

Willpower points. Additionally, the Wraith will receive four extra dice to their

Intimidation dice pools.

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5 Vitality: The aura extends ten yards from the Wraith. Anyone caught within it will

suffer a loss of six dice on their Willpower rolls, as well as five temporary Willpower

points. Additionally, the Wraith will receive six extra dice to their Intimidation dice

pools.

The loss of Willpower points can be resisted with a contested Willpower roll

(difficulty of the opponent‟s Spite). Should the Wraith win this roll, the target will suffer

the full effects of the Horror, while a botch from the target will cause a loss of one

additional Willpower point. If the target wins, no loss of Willpower occurs. If the

Wraith botches this roll, the target shall gain a temporary Willpower point, while the

Wraith loses one. Although the loss of Willpower points can be resisted in this way, the

only way to resist the effects of the lost Willpower dice is to move out of the range of the

aura. Individuals within the aura can also spend a temporary Willpower point at the

beginning of their turn to resist the effects of the Horror for the remainder of that turn.

This negates the lost Willpower dice and the extra Intimidation dice of the Wraith for the

rest of that turn.

In addition to its other effects, this aura will also make taking action, especially

when resisting the Wraith, more difficult for any individuals affected by it. A person

who wishes to act against the Wraith while affected by this power must succeed in a

Willpower roll (at a difficulty of 4 + Vitality expended) to do so. If the Wraith is actively

trying to cow the individual, this roll is resisted by the Wraith‟s Manipulation +

Intimidation (difficulty of the target‟s Willpower). If the target wins, it is able to act

normally against the Wraith for the rest of the scene, although the target continues to

suffer the loss of Willpower dice. A success for the Wraith means that the target is

unable to act against them, and is likely to flee or attempt to placate the Wraith. If all of a

target‟s temporary Willpower has been lost to this Horror, the target will be unable to

attempt resisting the Wraith. To take other actions, the Willpower roll must be made at a

difficulty of 2 + Vitality expended, and this one cannot be resisted by the Wraith‟s

Manipulation + Intimidation. Success on this roll will allow the target to take any action

normally for the rest of the scene, provided that it doesn‟t involve acting against the

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Wraith. Success on an attempt to act against the Wraith will also give freedom of action

for other actions.

Benefit: Vitality and Spite generally don‟t mix well. Despair is an exception to this

rule, since even when it is fueled with Vitality, its energy is distinctly negative. The

Benefit of this Horror takes advantage of this trait, allowing the Wraith to infuse a small

amount of Vitality into a Spite-fueled Horror. This faint sheen of Vitality can then be

affected by the Vitality of another Horror, allowing the Spite-fueled Horror to utilize the

Benefit of a third spook‟s Horror. Both the user of the initial Horror and the donor of the

additional Benefit will find their mood taking a distinctly negative turn while the Horror

is active, as both shall be affected by the presence of the Despair-tainted Vitality.

Spite-fueled: Unlike its Vitality fueled equivalent, the Spite-fueled version of this

Horror only affects an individual target. However, it is more focused and damaging to

the individual, removing all hopes of success and filling them with an almost suicidal

sense of self-loathing. The Wraith does not gain Intimidation dice against the target.

Instead, the Wraith has one automatic success on their Intimidation dice rolls for each

Spite tapped. The target loses one point of temporary Willpower, plus one additional

point for each Spite point tapped. The target also gains a point of temporary Spite for

each Willpower point lost when this Horror is Spite-fueled. The Spite-fueled version of

this is also far more adept at undermining the target‟s Willpower, making every hope and

accomplishment seem worthless. Instead of subtracting dice from their Willpower dice

pools, this Horror subtracts successes on Willpower rolls. For each point of Spite tapped,

one success is subtracted from the target‟s Willpower rolls. Although this does not

necessarily result in a botch if this Horror is responsible for negating all successes,

naturally occurring botches that are augmented by this Horror could be especially

traumatic. Additionally, the target must make a Willpower roll (difficulty of 5 + the

number of Spite points tapped for the Horror) to take any action, and any actions taken

that attempt to resist or harm the Wraith have their difficulties increased by one for each

Spite point tapped. This roll is necessary for each action that is undertaken. The

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duration of this Horror is only for one scene, although the individual is likely to feel

hopeless and despondent for days afterwards.

Wasteland: This Horror is dangerous to everyone when it is used in the Wasteland,

due to the ambient Spite and the atmosphere of despair already present. The range of the

aura is doubled, and it affects everyone within it regardless of whether it is fueled with

Vitality or Spite. In addition to its usual effects, any failed rolls within the range of the

aura gives the individual a point of temporary Spite, and botched rolls gives two Spite

points. If the Wraith ever fails a roll, it must make a Willpower roll (difficulty of its

permanent Spite) or suffer the negative effects of the Horror along with everyone else. If

the Wraith botches a roll, it instantly suffers the negative effects of the Horror, as well as

suffering a temporary point of Spite. The Horror‟s Benefit functions normally in the

Wasteland, but the Horror‟s user and the donor of the additional Benefit will both receive

a point of temporary Spite from the added infusion of negative energy.

ARMY OF DARKNESS

Grant ran for all he was worth. There were just too many of them to fight and

survive. He could hear the mad laughter of the Spectres close behind him as he raced

through the streets.

"Out of my way!" he yelled as shoved his way through a pack of Lost Boys. The

Spectres moved quickly to the side, and only one of them got trampled as Grant continued

running. He cursed silently.

They were everywhere, and he was already feeling drained from all the running.

"Shit!" he yelled as the Reaper appeared in front of him, the scythe barely missing his

throat. He scrabbled backwards as quickly as he could, stopping only when he found

himself pressed against the gathering Lost Boys. The Reaper advanced silently towards

him, raising the scythe for another swing.

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"Help!" he screamed in desperation, fully aware that none would be forthcoming.

The Lost Boy shrieked as it threw itself in front of the scythe, slowing it just long enough

for Grant to roll out of the way. Another dragged him behind the dumpster.

He peered around the dumpster, and was shocked by the sight that greeted him.

The Lost Boys were swarming the Reaper, heedless of the casualties they were taking.

The Reaper thrashed at the swarming Spectres, and finally vanished into the darkness.

The Lost Boys came to him, and stared, as though waiting for another order.

"This could have potential," Grant mused.

Wraiths are closer to their darker nature than most spooks are. Most of them have

little time as a true ghost when they die, quickly succumbing to their Spite and joining the

ranks of the Spectres.

Especially powerful Wraiths can come close to this fall, without making the full

journey to Spectrehood. Through the use of this Horror, the Wraith is able to claim a

small section of the Hivemind for itself, summoning Spectres to their aid or changing an

enemy into a potent, if temporary, ally.

Only Wraiths can learn this Horror.

System: The Wraith is able to hollow out a small section of the Hivemind, and

bring Spectres into it as the Wraith's obedient servants. The Spectres will quickly appear

through the Stormwall, ready to do the Wraith's bidding. The Spectres do not actually

read the Wraith's thoughts, though, instead obeying spoken commands. The Wraith can

also spend one Willpower to allow them to receive mental commands. The Spectres will

follow the command to the best of their ability, even at risk to themselves. They wil not

necessarily use any powers they have available to them, however, and may follow the

letter of the command rather than the intent. Spectres summoned in this way will be

loyal for as long as the Horror is in effect.

Wraiths are also able to command Spectres that are already present, although this

is generally more difficult. These Spectres usually have their own goals, and are not

easily swayed from them. It can prove more rewarding, though, as the Wraith will gain

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glimpses of the Spectres‟ goals and intentions. Although fewer Spectres can be

commanded, the Wraith can obtain valuable information about local Spectres this way.

Additionally, commanded Spectres are considerably more likely to use any powers they

have available to aid the Wraith, and will follow the intent of the commands they are

given. These Spectres are commanded in the same way that summoned Spectres are,

although a Willpower roll must be made against a difficulty of the Spectre's Spite to

establish dominance. A failure means that the Spectre maintains its own will, while a

botch gives the Spectre glimpses of the Wraith's surface thoughts.

Spectres of either type will single-mindedly perform whatever commands they're

given. If the Spectres have no commands, they will seek out the Wraith, and stay close

by until given new orders or the Horror's duration runs out. This can cause problems for

the Wraith, as they may be in the way or draw attention to the Wraith's location, causing

many Wraiths to command them to wait in one spot until they give them a different

order.

The effects of the Horror last for a single scene, although it can be extended by

spending the necessary Vitality for each additional scene. Spectres that are effected by

this Horror will regain their will at the end of the Horror‟s duration. This does not

necessarily mean that the Spectres will instantly become hostile to the Wraith. Many

times, summoned Spectres will slip back through the Stormwall at the end of the Horror's

duration, or flee to the nearest Hive. Sufficiently powerful Spectres or weaker ones in

large enough numbers may decide that hostility is the best course of action, however.

Commanded Spectres will generally go back to whatever they were doing before,

although, like summoned Spectres, they may decide that the Wraith is too great a threat

to ignore. If the duration on a summoned army of Spectres ends and is not renewed,

these Spectres will become fully independent. To control them again, the Wraith would

need to command them like they would any other Spectre. As they would be unable to

command as many as they summoned, most Wraiths that utilize this Horror would

quickly renew the Vitality expenditure, or order their summoned Spectres to go back

where they came from before the Horror‟s duration ends.

Vitality costs for both aspects of this Horror follow. Examples of Spectres that can

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be affected at each level are given, although the amount of Vitality needed to affect any

given Spectre are up to the Storyteller's discretion.

Summoning an Army:

0 Vitality: The Wraith can summon two weak Spectres. The most powerful Spectres that

could be summoned would be equivalent in power to a Lost Boy.

1 Vitality: The Wraith can summon two more powerful Spectres, or four Lost Boys. The

most powerful Spectres that could be summoned at this level would be equivalent in

power to an E-Demon or a Leech.

2 Vitality: The Wraith can summon two Spectres, with the most powerful Spectres

possible being equivalent in power to Friendly Angels or Chitters. Alternatively, the

Wraith can summon twice what they would have been capable of summoning at the

previous Vitality expenditure.

3 Vitality: The Wraith can summon two Spectres equivalent in power to Fetches or

Chupacabras. Alternatively, the Wraith can summon twice what they would have been

capable of summoning at the previous Vitality expenditure.

4 Vitality: The Wraith can summon two Spectres equivalent in power to Frighteners or

Syrenes. Alternatively, the Wraith can summon twice what they could have at the

previous level.

5 Vitality: The Wraith can summon two Spectres equivalent in power to a Reaper.

Alternatively, the Wraith could summon twice what they could have for four Vitality.

The number and strength of the Spectres summoned varies depending on the Vitality

expended. This does not always mean a large number of stronger Spectres will be

summoned with high Vitality expenditures, however. It is unlikely that more than one

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Reaper would respond to a single call from a Wraith, but several Lost Boys might. At the

Storyteller's discretion, a larger number of weaker Spectres may be summoned instead.

This Horror can be used multiple times to acquire a larger army, although five Vitality

must be spent on the first use before the army can be expanded further. For each group

after the first which is summoned, the Wraith will suffer a -2 penalty on all rolls due to

the concentration required to command that many Spectres.

Example: Grant is faced with a large number of Spectres. He decides that he needs as

much backup as possible, and pumps five Vitality into Army of Darkness. With this

expenditure, he could summon two Reapers, four Frighteners, eight Fetches, sixteen

Friendly Angels, thirty-two Chitters, or an impressive sixty-four Lost Boys. The actual

Spectres that respond are up to the Storyteller, however, and mixed groups are fairly

common. In this example, Grant might end up with an army of four Fetches, one

Frightener, and sixteen Lost Boys.

Commanding Spectres:

0 Vitality: The Wraith can command a single action of a weak Spectre, which it will

immediately attempt to perform.

1 Vitality: The Wraith can command a single Spectre for the duration of the scene.

2 Vitality: The Wraith can command two Spectres.

3 Vitality: The Wraith can command a number of Spectres equivalent to half of their

Willpower.

4 Vitality: The Wraith can command a number of Spectres equivalent to their

Willpower.

5 Vitality: The Wraith can command a number of Spectres equivalent to twice their

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Willpower.

The power level of Spectres that could be affected by the commanding aspect of this

power is identical to those that could be summoned for the same amount of Vitality.

Note, that a Wraith can never command more Spectres than half of what they could

summon for the same amount of Vitality.

Example: Grant is faced with a group of twelve Lost Boys led by a Reaper. He decides

that he'll use Army of Darkness to command some of the Spectres. He spends three

Vitality, and commands the Lost Boys to distract the Reaper while he escapes. If he'd

wanted to, he could have spent five Vitality instead, and commanded the Reaper to

slaughter the Lost Boys.

Benefit: Every person has a dark, destructive voice within them that tells them to do the

things that they shouldn't, and act in ways that are destructive to themselves and others.

The Benefit of this Horror takes advantage of this. When this Horror is joined to another,

it encourages the target of the Horror to submit to the Horror's effects, as the self-

destructive impulse urges them towards the Horror wielder's goals. The difficulties of all

rolls to resist the effects of the Horror are increased to 10.

Spite-fueled: The Spite-fueled version of this Horror taps into a greater portion of the

Hive-Mind. This allows the Wraith to affect more Spectres, but also makes it easier to

resist. The number of Spectres that can be summoned or controlled is doubled when the

Horror is fueled by Spite. Even summoned Spectres get a chance to resist the control,

though. The Wraith must succeed in a Willpower roll against a difficulty of the highest

Spite rating among the summoned Spectres. If this roll fails, the Spectres maintain their

own will, and will not serve the Wraith. If it botches, they'll also receive knowledge of

the Wraith's thoughts. When attempting to command a Spectre through the Spite-fueled

version, the Wraith must succeed in a contested Willpower roll against the Spectre,

against a difficulty of their opponent's Spite. If the Spectre wins, it gets glimpses of the

Wraith's thoughts and maintains its own will. If the Wraith botches this roll, its thoughts

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and memories are immediately broadcast to the Hive-Mind, and the Wraith must make an

immediate Willpower roll against a difficulty equal to their own Spite rating, or

immediately fall to Spectrehood. Any botches made by a summoned or controlled

Spectre will also saddle the poor Wraith with a point of temporary Spite, unless they

succeed in a Willpower roll against a difficulty of the botching Spectre's Spite.

Wasteland: In the Wasteland, the call of this Horror is much clearer. It can be heard

much further and draws even more Spectres to the Wraith. The number of Spectres that

can be summoned or controlled is doubled. This is cumulative with the added number

that can be gained by tapping Spite, which makes doing so in the Wasteland a quick way

to a large army. Doing so carries great danger for the Wraith, though. Any Spite tapped

to fuel this Horror in the Wasteland is immediately gained as temporary Spite points.

Additionally, the Spectres are far more likely to resist control in the Wasteland. When

powered with Vitality, the Spectres resist as though it had been fueled with Spite. When

the Horror's Spite-fueled version is used in the Wasteland, the Wraith walks the

line of Spectrehood. The Wraith must roll Willpower in a contested roll against the

Spectre, with a difficulty of their opponent's Spite rating. If the Spectre wins, the

Wraith's thoughts are broadcast to the Hive-Mind, and the Wraith must make an

immediate Willpower roll against their own Spite to avoid falling to Spectrehood. If this

roll botches, the Wraith immediately falls to Spectrehood, without any chance of

resisting. Any botches made by the Spectres inflict one temporary Spite on the Wraith,

with no chance of resistance allowed unless the Horror was fueled with Vitality.

Summoned Spectres are unlikely to leave after the duration of the Horror ends. This

could have potentially fatal results for the Wraith, as the Spectres probably did not

appreciate being controlled and are likely to call in reinforcements of their own. If the

Benefit is used in the Wasteland, the Hive-Mind clutters the minds of both the Horror's

target and the Wraith, leaving them at a -2 penalty to all rolls for the next three turns.

The Benefit still has its usual effects, however.

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UNIQUE SPECTRES

All Spectres that are summoned with Army of Darkness must be part of a Spectre breed.

Unique Spectres cannot be summoned, nor can specific members of a Spectre breed be

singled out. At the Storyteller's discretion, unique Spectres may prove immune or

resistant to the commanding aspect of this Horror as well. This is especially common in

relatively free-willed Spectres, such as Mr. Jigsaw. Additionally, Lawgivers are immune

to summoning and resistant to commanding. Although the commanding aspect can be

used on Lawgivers, it only severs their connection to Grandmother and the Hive Mind for

the duration of the Horror. Five Vitality must be expended to do this, although it will

make the Lawgiver temporarily vulnerable.

Crucible Horror

STIGMATA: SYMPATHY PAINS

Grant led Jessie through the alleys. He could hear the excited laughter of the

street gang that pursued them.

“This way,” he said, turning down an alleyway.

“Oh shit! Oh fuck! Oh shit!” Jessie cursed in panic as the two of them crashed

into the fence.

“I’m not leaving you,” Grant said calmly, turning to face the advancing gang.

“Should’ve just played with us, bitch,” one of the gangbangers sneered. “Now,

we’re going to hurt you and your friend. And we’re still going to play.”

Jessie turned and attempted to scramble over the chain link fence, shrieking in

terror when she was suddenly ripped off of it.

“No,” Grant said calmly, still holding onto her shirt. “You don’t have to take

this shit from them. Not anymore. Hurt them. I’ll help.”

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“Ooh, now the little bitch is going to hurt us!” one of the ganbangers said in

mock terror. The rest of the gang burst into laughter as they pulled out their knives.

“Now!” Grant commanded. Jessie looked at Grant, then sighed her consent.

The two Wraiths held their hands outwards, and the air surrounding the gang members

rippled. The gang gasped in shock as they felt the aches and pains in their limbs

intensify.

“Don’t just stand there,” their leader gasped, charging forward. Grant grinned

as he ducked around the stab of the knife, slamming his elbow into the gangbanger’s

nose. His grin turned to a laugh as he felt the bone splinter at the force of the blow.

The gang members screamed in agony, all clutching their bleeding noses and

staring in fear and surprise at the two Wraiths.

“I suggest you run, now,” Grant said calmly, bending to retrieve the

gangbanger’s knife, “before we test whether you’d all feel this as well.”

“Now, doesn’t that feel so much better?” he asked Jessie, as they watched the

gang flee for their lives.

This Crucible Horror allows the Wraiths to use Stigmata‟s pain inducing effects to

create a sympathetic link between multiple targets. This link intensifies any pain the

targets feel, and cause the targets to spontaneously experience the pains and injuries of

those around them. It affects both spooks and the living, although the crucible must be

manifested to affect the living.

System: The initial investment of five Vitality creates a sympathetic link between

five targets. For every two additional Vitality put into the Horror, another target can be

affected, in addition to any other effects of the Horror. The Wraiths can decide who can

be affected by the Horror, although they must be close to the Wraith or another target

who is affected (within a number of yards equal to the Vitality expended) in order to be

targeted. At the Storyteller‟s discretion, the Wraiths may need to succeed in a Wits +

Alertness roll to select specific targets in an especially large crowd. The difficulty of this

roll would depend on both the size and mood of the crowd. If the targets are not

specifically focused on, the Horror will target those that are closest to the Wraiths.

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At the base expenditure of five Vitality, the targets all suffer doubled wound

penalties (assuming they‟re alive), as their sensations are partially joined to the others in

the targeted crowd. They will feel mild sensations of the pains inflicted on the others,

while their own pain will seem to be mirrored back at them. Ghosts, on the other hand,

suffer a one die penalty for each member of the linked group that has been injured.

Whether living or dead, all targets of the Horror will also get a brief sensation of any

injuries they inflict upon others. This sensation is fleeting (unless the injured person is

also among those joined by the sympathetic link), but it is still painful and unpleasant.

Because of this, the target must succeed in a Willpower roll (difficulty 4) in order to

make another attack.

At eight Vitality, the sympathetic link functions much like the silver cord that

joins skimmers to their bodies. If one member of the group is injured, all others in the

group must soak the damage as well (difficulty 5). This damage is bashing to the group,

regardless of what type of damage was done to the initial target. The rest of the group

only needs to soak damage that was actually suffered by the target. In addition to this

effect, the group members also feel the pain they inflict on others more acutely. To make

another attack after inflicting injury, the target must succeed in a Willpower roll

(difficulty 5) to bring himself to do so.

At twelve Vitality, the sympathetic link becomes even stronger. At this level, the

damage is soaked normally by everyone in the group, and the type of damage remains the

same for the group as it is for the individual attacked. They only need to soak damage

that the initial target actually suffers, however. Additionally, the pain that the targets

endure when injuring their enemies increases. The Willpower roll required to attack

again now has a difficulty of 6.

At sixteen Vitality, the Horror becomes considerably more dangerous to the

affected group. At this level, the sympathetic link channels injuries far more effectively.

When one member of a group is attacked, only the initial target of the attack has a chance

to soak, and any wounds the person takes are inflicted upon the rest of the group as well.

This damage is the same type that was inflicted upon the initial target. Any injuries

inflicted by a member of the group are felt keenly by the attacker. The Willpower roll to

attack again has a difficulty of 7.

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At twenty Vitality, the sympathetic link goes beyond linking the bodies of the

group, and links their minds. Any effects that target an individuals mind or emotions

(Wail, Despair, Bedlam, etc.) are felt by the entire group. Each member of the group gets

to resist individually, but a failed attempt at resistance means that the individual is

affected as though they‟d been the target of the effect in the first place. At the

Storyteller‟s discretion, other effects may also be shared at high enough Vitality

expenditures (such as Juggernaut affecting the group as well as the individual who used

it), although this is not necessary. Additionally, any member of this group that attacks

someone will feel as though the attack had been made on him. Although this is a fleeting

sensation like at any other level of the Horror, it is greatly discouraging to the attacker.

To make another attack, the target must succeed in a Willpower roll at difficulty 8.

Targets of this Horror have one chance to resist the effects. They are able to

make a contested Willpower roll against the combined Willpower of the Horror‟s active

participants (difficulty 6). If the target wins, he is immune to the effects of the Horror for

the duration of the scene. If the Wraiths win, the target is affected normally. While this

Horror is still active, none of the characters that actively participated in the Horror are

able to use any other Horrors. The duration of this Horror is the remainder of the scene,

although the results of its effects must be healed normally once the link is severed. The

Wraiths can also end the Horror at any time that they desire.

Wasteland: This Horror functions normally in the Wasteland, although, for obvious

reasons, it can only be used on spooks there.

Spectres and Sympathy Pains

This Horror has its usual effects against Spectres, but it also can act as an advantage for

them. When under the influence of this Horror, the Hive-mind connection between the

affected Spectres is intensified. This allows the Spectres to share Spite amongst

themselves, and gives each Spectre ready access to the abilities of the others for the

duration of the Horror.